More Monsters of Ravnica

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More Monster of Ravnica


A Bestiary of New Monsters of Ravnica for
Fifth Edition Dungeons and Dragons

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More Monsters of Ravnica

T
he sprawling, metropolis plane of Ravnica is One such ghost story is all too true, however. The Haunt of
often a breathtaking sight to those who first Hightower has been spotted gliding between tall towers and
travel to the plane. From the towering climbing along the underside of bridges, hunting for prey in
buildings and spires to the groves and sewers the dead of night. A sighting has always been followed by a
along the ground, Ravnica has a variety of discovery of a victim the next morning. Shriveled skin and
environments both large and small. bones, the sign of a helpless citizen drained of all vitality and
The denizens who call this plane home come in just as life is found with its mouth agape in a silent, terrified scream.
many different shapes and sizes. And while many would think As the Haunt stalks its victims, it waits in the shadows
the humanoid beings crowding the streets and halls are the moving swiftly, yet unseen. Feeling the Haunt’s presence but
only residents, there are many beings who hide in Ravnica’s not seeing its form, a victim slowly succumbs to its paranoia
shadows and beneath its cobbled roads. as the Haunt slowly stalks closer. As fear overcomes them,
This supplement contains only a handful of Ravnica’s more the Haunt launches itself from the shadows, using its abilities
strange and monstrous occupants, waiting for unsuspecting to quickly abmush its meal and paralyze it with its venom.
wanderers to come across their path. These monsters make The Haunt then takes its time slowly draining all the lifeforce
an excellent addition into the Ravnica setting or any D&D 5E from the victim, leaving them as nothing but a hollow shell of
campaign. Enjoy surprising your players with these new their former life.
obstacles and challenges as they explore the streets of Many theories have sprung up around the Haunt of
Ravnica and beyond! Hightower over the years. Some believe it is an angry spirit
out for revenge while others believe it was born of the
collective fears and despair of Ravnicans. Some think a guild
The Haunt of Hightower is responsible for the creature; a Dimir spy who was cursed
For many years, tales of horrible beasts stalking the skies of for their betrayal or a deadly pet of Rakdos that escaped from
Ravnica have been traded in its taverns and halls. Many have its cage. None of the guilds have taken credit for its creation
been mere rumors thought up by individuals seeing a shadow or responsibility for the damage it has inflicted on the
in the corner of their eye, or a tale woven by a Rakdos populace.
performer to scare children while they sleep in their beds. The Haunt of Hightower has yet to be captured by
authorities and continues to slip through the clouded nights
in Ravnica. Woe be to any foolish soul who walks through a
darkened street on a night the Haunt gives out its chilling call.

Haunt of Hightower Sunlight Sensitivity While in sunlight, The Haut of


Hightower has disadvantage on Attack rolls, as well as
Medium Undead, neutral evil
on Wisdom (Perception) checks that rely on sight.
Armor Class 15 Regeneration The Haunt of Hightower regains 5 hit
Hit Points 102(13d8 + 50) points at the start of its turn if it isn't in sunlight. If The
Speed 30ft. 60ft. fly Haunt of Hightower takes any amount of radiant
damage, this trait doesn't function at the beginning of
its next turn.
STR DEX CON INT WIS CHA
Innate Spellcasting The Haunt of Hightower's innate
15 (+2) 18 (+4) 20 (+5) 9 (+0) 13 (+1) 14 (+2) spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). It can innately cast the following
Saving Throws Str +5, Dex +7, Cha +5 spells, requiring no material components:
Skills Perception +4, Stealth +7
3/day each: Fear, Misty Step, Vampiric Touch
Damage Resistances Necrotic, Blugeoning; Piercing;
and Slashing from non-magical weapons
Damage Immunities Poison Actions
Condition Immunities Frightened, Poisoned, Charmed, Multiattack The Haunt of Hightower makes one attack
Exhaustion with its bite and one attack with its claws.
Senses Darkvision 120ft, passive Perception 14
Languages Understands Common but can't speak Bite Melee Weapon Attack: +5 to hit, reach 5ft., one
Challenge 6 (2300 XP) target. Hit 6 (1d8 + 2) piercing damage plus 12 (4d6)
necrotic damage.
Spider Climb The Haunt of Hightower can climb Claws Melee Weapon Attack: +5 to hit, reach 5ft., one
difficult serfaces, including upside down on ceilings, target. Hit 6 (1d8 + 2) slashing damage. If the target is
without needing to make an ability check. a creature, it must make a DC 14 Constitution saving
throw or be paralyzed for one minute. The target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

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Mesmerizing Benthid

E
very day, Ravnica proves to be a strange and
difficult place to thrive. This goes for not
just the humanoid residents struggling day Mesmerizing Benthid
to day to navigate the winding streets and Large aberration, unalligned
equally complex guild relationships. The
natural beasts of the the plain must adapt Armor Class 13
quickly in order to survive an environment Hit Points 70(10d10 + 20)
hostile to their existence. Speed 10ft., 60 ft. swim
Often times, this adaptation involves living alongside the
humanoids that make up a majority of the population. Acting STR DEX CON INT WIS CHA
as beasts of burden, guardians and agents for a guild, or
assistants to individuals who can make the most of their 17 (+3) 14 (+2) 15 (+2) 14 (+2) 11 (+0) 5 (-2)
natural abilities is a way to insure their continued survival.
Other beasts have taken a different route in their evolution, Skills Stealth +5, Perception +3
taking on unique skills and abilities to overcome the limits of Senses Darkvision 60ft, passive Perception 13
their environment. One such beast is the Mesmerizing Languages None
Challenge 2 (450 XP)
Benthid. Needing a way to both attract its prey and outwit its
predators, the Mesmerizing Benthid developed a talent for
spellcasting to confound both. Water Breathing The Mesmerizing Benthid can
breath underwater.
Developing its brain to preternatural levels, it slowly gained
an understanding of the subtleties of illusion magic and how Underwater Camouflage The Mesmerizing Benthid
best to implement them in the wild. Now a master of creating has advantage on Dexterity (Stealth) checks made
magical duplicates of itself, the Benthid can lure its prey into while underwater.
more open waters and convince predators they are Innate Spellcasting The Mesmerizing Benthid's
outnumbered with its use of magic. innate spellcasting ability is Intelligence (spell save
Those who encounter a Mesmerizing Benthid should use DC 13, +5 to hit with spell attacks). It can innately
caution to make sure they know what they are facing and to cast the following spells requiring no material
not be fooled by its tricks. components:
At Will: Minor Illusion, Mirror Image
2/Day: Major Image (illusory image of self only)
Benthid Backlash Any creature who destroys or
dispells an illusion created by the Mesmerizing
Benthid must succeed a DC 12 Wisdom saving
throw, or be stunned until the end of its next turn.

Actions
Multiattack The Mesmerizing Benthid makes two
attacks with its Tentacles
Tentacles Melee Weapon Attack: +6 to hit, reach
15ft., one target. Hit 9 (2d6 + 3) bludgeoning
damage. If the target is a creature, it is grappled
(escape DC 16). Until this grapple ends, the target
is restrained. The Mesmerizing Benthid can only
grapple up to four creatures at a time.

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Biogenic Ooze

M
any creatures are the results of the
machinations of the various guilds of
Ravnica. From the roaming colossus of Biogenic Ooze
the Selesnya Conclave to the Large Ooze, unalligned
perplexing wierds of Izzet experiments,
many fascinating creatures are created Armor Class 8
from guild endeavors. Hit Points 96(12d8 + 48)
None, however, create more varied and strange amalgams Speed 30ft., climb 30ft.
than the Simic. Being the biomancers of Ravnica, the Simic
have a seemingly unending drive to create the most bizarre STR DEX CON INT WIS CHA
life forms in all of Ravnica. These fusions of different beasts
serve a variety of functions that are almost as varied as their 16 (+3) 8 (-1) 18 (+4) 1 (-5) 6 (-2) 1 (-5)
looks.
Science, however, can sometimes be a messy process. Damage Immunities Acid, Cold
Despite their prowess, the proud lifecrafters of Simic Condition Immunities Blinded, Charmed, Deafened,
laboratories sometimes fail at creating their creatures in Exhausted, Frightened, Prone
Senses Blindsight 60ft. (blind beyond this radius),
spectacular ways. Once such way is when the process of Passive Perception 8
combining the genetics of several beasts results in an Languages none
incompatible fusion. This might result in unexpected Challenge 4 (1100 XP)
mutations or certain traits not appearing as planned. The
most dramatic failures results in a living mass of semi- Amorphous. The Biogenic Ooze can move through
formed bio material called a Biogenic Ooze. a space as narrow as 1 inch wide without
These oozes, often abandoned by their creators as squeezing.
embarrassing mistakes, are driven by their simple instincts
from their component creatures as they make their way Spider Climb. The Biogenic Ooze can climb difficult
through Ravnica. They seek out prey to envelop and consume surfaces, including upside down on ceilings,
into their mass, oftentimes small animals or recently without needing to make an ability check.
deceased humanoids who befell some other tragedy. Having Regeneration. At the beginning of its turn, the
no real digestive system, some Simic researchers believe this Biogenic Ooze gains 10 hit points. This ability
is driven by an unconscious need to hunt and eat rather than doesn't function if the ooze took cold damage last
by actual necessity. round.
When feeling threatened, the Biogenic Ooze demonstrates
its unique ability to rapidly replicate itself to overwhelm its Actions
enemies. It is theorized that this might be linked to the ooze’s Pseudopod Melee Weapon Attack: +6 to hit, reach
need to reproduce crossed with its need to protect itself. 5ft., one target. Hit 10 (3d6) acid damage.
Although these “offspring” never last long and don’t possess
the ability to reproduce themselves, a single ooze can prove Biogenic Replication The Biogenic Ooze creates a
to be a major problem for the area it calls home. If aggressive copy of itself in an unoccupied space within 5ft.
enough, an ooze will swarm far out from its den to flood an The new Ooze has the following changes:
entire district with its acidic fluids. It has hit points equal to half the Biogenic
Ooze's current hit points
Its size is Medium
It can't use the Biogenic Replication action

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Drones
Azorius Patrol Drone Dimir Spybug
Being the enforcers of Ravnican law, the Azorius Senate The Dimir pride themselves on knowing everything that goes
makes it a point to show they can be in all areas of Ravnica. on in Ravnica. With spies skulking in every corner and
Knowing what’s happening in any area at any given time is informants infiltrating each guild, the Dimir have eyes and
the ideal for the order-minded law mages of the Azorius. To ears everywhere. Knowing that sometimes hiding in plain
that end, the Azorius have created observation drones that sight is the most effective route, they have created miniature
they can pilot from inside their courthouses that can watch agents who can seem at home in the tallest spires as well as
over the criminals of the city. the lowest sewers.
These fast-moving drones have a wide field of vision that These spybugs can wait in the same location for days at a
can be looked through remotely to quickly patrol through the time, ready to pick up on the smallest whisper in the night or
city or keep an eye on a suspect from afar. These drones often seemingly innocuous comment by a passing pair of guards.
accompany Azorius enforcers during a raid on a criminal Once having recorded as many conversation as they can, the
hideout or when attempting to quell a riot, trailing escapees spybugs will return to a secret Dimir repository of
and using their build-in lasers to help detain lawbreakers. information where it passes off its intel before flying off again
to continue its tireless surveillance.

Azorius Patrol Drone Dimir Spybug


Small construct, lawful neutral
Tiny construct, lawful neutral
Armor Class 13
Hit Points 15(5d6 + 0) Armor Class 14
Speed 0ft. 40ft. fly Hit Points 12(6d4 + 0)
Speed 10ft., 40ft.fly

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 10 (+0) 16 (+3) 14 (+2) 8 (-1)
2 (-4) 18 (+4) 11 (+0) 12 (+1) 16 (+3) 12 (+1)
Skills Perception +8
Damage Resistances Psychic, Necrotic Skills Perception +6, Stealth +7
Damage Immunitites Poison Damage Resistances Psychic, Necrotic
Condition Immunities charmed, exhausted, Damage Immunities Poison
frightened, paralyzed, poisoned, unconcious Condition Immunities charmed, exhaused,
Senses Darkvision 120ft. passive Perception 18 frightened, paralyzed, poisoned, uncontious
Languages All Senses Darkvision 120ft. passive Perception 16
Challenge 1/4 (50 XP) Languages Understands all languages, but can't
speak
Challenge 1/2 (100 XP)
Attuned Watcher Each Patrol Drone is attuned to a
magical sphere which can be used to see what the
drone sees. As an action, a creature can focus their Spider Climb. The Dimir Spybug can climb on
senses on the sphere attuned to a drone, going difficult surfaces, including upside down on
blind and deaf, and instead see and hear what the ceilings, without needing to make an ability check.
drone does. The creature uses the Drone's senses
Insectoid Mimicry The Dimir Spybug has advantage
and perception modifier instead of its own while
on deception checks to pass itself off as an actual
viewing through it. This efect continues as long as
insect.
the creature concentrates on the sphere and is on
the same plane of existance as the drone.
Actions
Fine-Tuned Lense The Azorius Patrol Drone adds Stinger Melee Weapon Attack: +4 to hit, reach 5ft.,
double its profeciency bonus to its perception one target. Hit 2 (1d4) piercing damage and 6
checks. (2d6) poison damage.
Actions Record The Dimir Spybug begins recording what it
sees and hears onto a small, magical sphere housed
Detainment Ray Ranged Weapon Attack: +3 to hit,
in its body. The Spybug can record up to an hour of
reach 30ft., one target. Hit 5 (1d4 + 3) lightning
audio/visual information on its sphere at a time.
damage. If the target is a creature, it must make a
The sphere can be retrived from the spybug and the
DC 12 Constitution saving throw or be paralyzed
information viewed from a certain magical device. If
until the end of its next turn.
the Spybug is destroyed, any information it
recorded is lost.

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Rakdos Menagerie

I
n the high-top carnival districts controlled by the
Rakdos, blood and mayhem are always the Inferno Lion
headlining acts. To insure there are always plenty of When a Rakdos ringleader needs an impressive final act to
both, the guildmages of Rakdos have bread a wide end on, a common go-to is to release a terrifying inferno lion
variety of destructive beasts to include in their acts. into the ring. This large feline is covered in black fur which
These monstrous performers are sometimes even- stretches across powerful muscles, a thick mane of smoke
tempered, usually well-trained, but always surrounding its gaunt, skeletal head, and bright embers
memorable. sputter from its teeth with every breath. This beast revels in
tormenting prey before tearing away its flesh with red hot
Hellsteed claws and fangs.
Hellsteeds are a common sight in acrobatic acts among the
Rakdos. Often times used as mounts to race around the
performance ring at breakneck speeds or pulling flaming Inferno Lion
chariots in gladiator duels. If allowed to run free, a Hellsteed Large Monstrositie, neutral evil
constantly runs towards crowds of people, trampling anyone
in its path with its flaming hooves. Armor Class 13 (natural armor)
Hit Points 56 (7d10 + 21)
Speed 50 ft.

Hellsteed STR DEX CON INT WIS CHA


Large Monstrositie, unalligned
18 (+4) 15 (+2) 16 (+3) 8 (-1) 11 (+0) 12 (+1)
Armor Class 12
Hit Points 32 (4d10 + 12)
Skills Perception +3, Stealth +5
Speed 40ft.
Damage Resistances Fire
Condition Immunities Frightened
STR DEX CON INT WIS CHA Senses Darkvision 60ft. passive Perception 13
Languages None
17 (+3) 14 (+2) 15 (+3) 4 (-3) 12 (+1) 8 (-1) Challenge 2 (450 XP)

Damage Resistances Fire Keen Smell The Inferno Lion has advantage on
Condition Immunities Frightened perception checks that rely on smell.
Senses Darkvision 60 ft. Passive Perception 11
Languages None Pack Tactics The Inferno Lion has advantage on
Challenge 1 (200 XP) attack rolls against a creature if at least one of its
allies is within 5 ft. of the creature and isn't
Trampling Charge If the Hellsteed moves at least incapacitated.
20ft. straight towards a creature and hits it with its Pounce If the Inferno Lion moves at least 20 ft.
Hoove attack, the creature must make a DC 13 straight towards a creature and hits it with a claw
Strength saving throw or be knocked prone. attack on the same turn, the creature must make a
DC 12 Strength saving throw or be knocked prone.
Actions Running Leap If the Inferno Lion moves at least
Multiattack The Hellsteed makes two attacks with 10ft, it can long jump up to 25ft.
its Hooves. Smoke Mane The Inferno Lion has advantage on
Hooves Melee Weapon Attack: +5 to hit, reach 5ft., stealth checks made in areas of dim light or
one target. Hit 7 (1d6 + 3) blugeoning damage and darkness.
7 (2d6) fire damage.
Actions
Maddening Neigh The Hellsteed makes a horrifying
Bite Melee Weapon Attack: +6 to hit, reach 5ft.,
cry. Each creature of the Hellsteed's choice within
one target. Hit 8 (1d8 + 4) piercing damage and 7
30ft. of the Hellsteed who can hear it must make a
(2d6) fire damage.
DC 12 Charisma saving throw or be frightened until
the end of their next turn. Claw Melee Weapon Attack +6 to hit, reach 5ft.,
one target. Hit 8 (1d8 + 4) slashing damage and 7
(2d6) fire damage.

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The first of these mammoths was a gift from Rakdos
Rakdos Mammoth himself to his rambunctious followers. Its believed it was a
The Rakdos always make the most of any public gathering personal pet of the demon before the cultists employed them
where an unsuspecting audience awaits, unleashing a parade in their performances. As such, the mammoths are treated
of horrors to delight or horrify the observers. The center of with the highest level of respect and reverence the cult can
any such event is always a titanic beast clad in a red and gold manage.
tapestry with a small stage mounted on its back. The stage Having some connection to the will of Rakdos, the
carries its rider who grasps the chains connected to the Mammoths are given reign to wander the streets during their
beasts tusks, though the rider’s ability to control the performances and lead a parade down the winding streets of
mammoth is questionable. Ravnica. If anyone attempts to halt their march, the Rakdos
Mammoth flies into a rage, destroying property and creating
chaos and destruction so beloved by their namesake.

Rakdos Mammoth Siege Monster The Rakdos Mammoth deals double


damage against objects and structures.
Huge Fiend, neutral evil
Bloody Rampage While the Rakdos Mammoth has less
Armor Class 13 (natural armor) than half its hit points, it has advantage on melee
Hit Points 132 (12d12 + 60) attacks.
Speed 40ft.
Rakdos' Blessing The Rakdos Mammoth has advantage
on any saving throw against being Grappled,
STR DEX CON INT WIS CHA Restrained, Stunned, or knocked uncontious.
22 (+6) 11 (+0) 20 (+5) 5 (-3) 12 (+1) 8 (-1) Actions
Gore Melee Weapon Attack: +8 to hit, reach 5ft., one
Damage Resistances Fire, Blugeoning; Piercing; and
target. Hit 18 (3d8 + 6) piercing damage.
Slashing damage from non-magical weapons.
Condition Immunities Frightened Stomp Melee Weapon Attack: +8 to hit, reach 5ft., one
Senses Darkvision 60ft, passive Perception 11 target. Hit 21 (3d10 + 6)
Languages Understands Common and Infernal but can't
speak Fire Trunk (Recharge 5-6) The Rakdos Mammoth sprays
Challenge 7 (2900 XP) fire from its trunk in a 30ft cone. Each creature in that
area must make a DC 14 Dexterity saving throw or take
Trampling Charge If the Rakdos Mammoth moves at 24 (8d6) fire damage, or half as much damage on a
least 20ft straight towards a creature and hits it with a successful one.
gore attack on the same turn, the creature must make a
DC 15 Strength saving throw or be knocked prone.

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